I am currently trying to get a exact year model of the dodge ram 2500 from the movie I have the model but I can't texture or make it driveable because I don't know how to do it so if you want it to bring it into gmod. Pm me and I will send the model to you in .max format on one condition: That it is released to the public.

I downloaded a mod for GTA: San Andreas a while ago, but the Dodge is a 1994 Dodge Ram 2500.

Here's the .rar file link so you can convert it, more pictures are included:

As for the probe, it's easy. Wire a speedometer to a radio, then wire another radio to a screen. It works with both radios and two-way radios. I just use a button to flip the lights/indicators on.

I'll make it a little nicer looking and then upload it.

Well this is as close as I could find to it so we are going to have to work with it atleats it is not the srt 10 that just doesnt look like it at all. I just need someone who can texture and rig.
I have all the textures I just don't know how to apply them they look messed up and out of place.

Weeks at the most. I'm making a warehouse right now, then I've got to make the area less "flat", while still keeping the "midwest flatness" feeling. After that, I have to touch up the 3d skybox (which is going to be a pain in the ass because I did it last and not first...) and then I just have to bug-test it. All the tornadoes and special effects are already in.

Weeks at the most. I'm making a warehouse right now, then I've got to make the area less "flat", while still keeping the "midwest flatness" feeling. After that, I have to touch up the 3d skybox (which is going to be a pain in the ass because I did it last and not first...) and then I just have to bug-test it. All the tornadoes and special effects are already in.

I hope it doesnt have a small lake or pond because that one in alley messed up alot of chases. :P

If the test I'm running right now comes out good I'll throw in a progress video.

Already had one issue - Too many displacements, so I had to sacrifice some of the skybox "foreverness" to make the level work. Water also crashes the map, so the water was taken out. Rain was too much for the engine to handle, it was taken out.

I'm doing the best that I can to make the level epic and realistic, but the source engine is starting to say no to a bunch of stuff. Doing what I can guys! :)

Problems that have been officially tested and are not possible at this point:

- Rain. Too much for the source engine to handle
- More displacements. We're at our max, one more displacement and it will not compile. This effects our realism issue, but there's nothing I can do about it.

Keep sending the suggestions, the final progress video is being processed. This is it. Release on Saturday.

Last update for today, I gotta go to a fire dept. training, so until next time:

- Windmill rotates the correct way now
- Fog is now more dense, hiding far away objects (helps with the lag)
- Fog is now more dense, hiding the level edge to make the map feel endless
- Gas station explosions work correctly
- Doppler radar works correctly.

Last update for today, I gotta go to a fire dept. training, so until next time:

- Windmill rotates the correct way now
- Fog is now more dense, hiding far away objects (helps with the lag)
- Fog is now more dense, hiding the level edge to make the map feel endless
- Gas station explosions work correctly
- Doppler radar works correctly.

Testing has begun. The map is finished.

Yay, you fixed the windmill. xD I'm Tundraboy on YouTube, just wanted to tell you.

Weeks at the most. I'm making a warehouse right now, then I've got to make the area less "flat", while still keeping the "midwest flatness" feeling. After that, I have to touch up the 3d skybox (which is going to be a pain in the ass because I did it last and not first...) and then I just have to bug-test it. All the tornadoes and special effects are already in.

As Rory said, we ran it for about 4 hours, building, destroying, spawning, etc. With no server crashes. Ran pretty stable for me, a few lag spikes here and there but that's because I'm running it on a laptop :P (specs are on the first post)

A lot of fun with wire mod, setting up probes and launching them into the tornado (Yes, YOU can be the probe if you want haha)

All in all, amazing map, I know I'll have a lot of fun playing on it in the future.

I would menter, but it's already teeter totting on the edge of lag, and getting clustered. The map is the size of the grid, with mostly displacements, too many entities, and tons of props. The compiler is already starting to throw "too many" errors at me. I'd love to make it more detailed but it's being pressed already.

Your maps look amazing, though.

The problem is, the source engine wasn't made to handle this much. Almost every piece of each building are all func_breakable and func_physbox, there's hundreds of props, thousands of displacements, three tornado particles with 100 path_tracks, rain, custom textures, custom sounds.. It can only take so much. Adding more stuff and more detail is just going to make it stress the engine. Our best players can't get more than 35-50 FPS on this map as it is.

also the tornado doesn't blend in with the skybox and doesn't look like an actual tornado.

Edited:

or at least add a vortex that makes it look like it blends with the skybox like the citadel's vortex on episode two.

The problem is, the Ep2 vortex coincided with the skybox texture, which already had the vortexing clouds. In our map the tornado is moving around, and isn't in the skybox. It can't look like it's reaching all the way up to the cloud ceiling and the skybox texture can't look like it's swirling around the tornado.

I would menter, but it's already teeter totting on the edge of lag, and getting clustered. The map is the size of the grid, with mostly displacements, too many entities, and tons of props. The compiler is already starting to throw "too many" errors at me. I'd love to make it more detailed but it's being pressed already.

Your maps look amazing, though.

The problem is, the source engine wasn't made to handle this much. Almost every piece of each building are all func_breakable and func_physbox, there's hundreds of props, thousands of displacements, three tornado particles with 100 path_tracks, rain, custom textures, custom sounds.. It can only take so much. Adding more stuff and more detail is just going to make it stress the engine. Our best players can't get more than 35-50 FPS on this map as it is.

can it not be optimized any more? the way it looks right now looks far from finished

The problem is, the Ep2 vortex coincided with the skybox texture, which already had the vortexing clouds. In our map the tornado is moving around, and isn't in the skybox. It can't look like it's reaching all the way up to the cloud ceiling and the skybox texture can't look like it's swirling around the tornado.

hmmm well can't you try to add a vortex texture or something to the top? the tornado itself looks gorgeous.

Edited:

by the way, you could make the building's debris a ragdoll with separate parts. as soon as the tornado passes the path track near the house, it should enable the ragdoll's motion and the building's parts should start coming off. that way you avoid brush entities and you can detail your map a lot more.